Gamification Market Emerging Trends, Future Growth, Solutions, Trending Innovation, New Technology, Organization Size, Business Strategies, Geographical Analysis 2025

The global gamification market size is anticipated to reach USD 34 billion by 2025. This can be attributed to the growing adoption of IoT technologies and the booming penetration of smartphones.

The global gamification market size is projected to reach over USD 34 billion with a CAGR of ~31% by 2025. The gamification is a methodology that incorporates game-based solutions to influence users or customers to keep them engaged with a particular function or service. In addition, with gamification techniques such as rewards, levels, goals, badges, and others, organizations can reduce their development and learning costs.

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The global gamification market is anticipated to scale heights with relentless adoption of advanced gaming techniques, incorporated in marketing tools to entice a lasting impression on consumer buying behavior, allowing enterprises to establish a robust client base. Adroit Market Research makes a detailed analytical review of the market growth trajectory, by thoroughly evaluating various growth factors and trends that direct uncompromised growth.

With the emergence of the internet of things (IoT) and changing digitization landscape, the enterprises are experiencing numerous advantages as well as few issues. The gamification solutions have brought various advantages to the various industries, which have enhanced their overall productivity by increasing motivation and employee engagement.

Gamification is gradually becoming a mainstream technique to trigger desirable consumer reaction. Improved features such as goodies, reward points, trophies and the like are compiled in the process to further initiate desirable outcome. Market players are actively including emotion churning features and tools to augment desirable consumer behavior and improved browsing span, further improving browsing activities and brand awareness and subsequent sales.

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Moreover, gamification is gaining traction recently due to the growing adoption of mobile devices. However, the market is approaching its maturity as the majority of the sectors have already tried gamification elements and seeing its potential benefits. In addition, the majority of industries are still unaware of the gamification advantages, which hampers the market growth. Furthermore, advancements in technologies and digitization are anticipated to fuel the significant market growth in upcoming years.

Corporate Adoption for Improved Employee Productivity Reflects High End Adoption in the Gamification Market
Employee activities on new platforms such as high-end learning methods, improved onboarding process and skill retention are expected to enhance adoption rates considerably in the forthcoming years, supportive of high potential growth reflection in the foreseeable future.

Besides corporate willingness to include gamification based work culture, employee preferences and subsequent adoption has also reflected favorable results in gamification ecosystem, to ensure high employee productivity.

Gamification is defined as inclusion of gamification capabilities into applications to pursue desired results and output in usability and hyper engagement outcome. Two of the most explicit triggers of gamification going mainstream are high potential of e-learning and LMS software as well as mobile application proliferation owing to smart device advances.
Changing consumer preferences and their large scale dependence on novel gaming elements to transform non-gaming platforms are gradually allowing exponential thrust in the gamification space. The gamification market in present times is reasonably new and is limited to infancy stage. However, with new players coming into the space and technological interventions taking an even large shape, the future of gamification market is expected to support large scale growth.

Economically viable regional domains such as Europe and North America are likely to lead the growth curve from the front owing to exponential awareness and dominance of several high end industry conglomerates in the region. Countries such as North America and the US are likely to remain ahead in the game with corporate participation gaining full-fledged traction. Other technological incorporation trends such as Machine Learning attributes are further expected to align perfectly for future prospects. With these developments in place, global gamification market is expected to hold leading stance.

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The Asia-Pacific region is expected to experience the fastest growth with ~36% CAGR over the forecast period. In addition, the North America segment dominated the global gamification market and it is expected to remain dominant throughout the forecast period. The market growth in this region is mainly attributed to the existence of key market players in countries such as the U.S. and Canada. In addition, major penetration of mobile phones is also fostering the adoption of gamification solutions for the marketing industry in this region. Thus, such factors driving the adoption of gamification solutions and services in this region.

The major players of the global Gamification market are Arcaris, Badgeville, Bigdoor Media, Bunchball, Faya Corporation, Gigya, LevelEleven, Microsoft, Salesforce, and SAP SE. Moreover, the other potential players in the Gamification market are Ambition, BI Worldwide (BIW), Foursquare, Cognizant Technology Solution Corp., Callidus Software Inc., and others. As of 2019, the market for Gamification is consolidated with the presence of established global and domestic players across the globe. Moreover, the established companies are coming up with new strategies and innovative Gamification solutions. For instance, in 2018 BI WORLDWIDE (BIW) acquired Bunchball, a gamification solutions provider. By acquiring Bunchball, BI Worldwide (BIW) enhanced its flexibility to the market with Bunchball’s patented gamification technology.

Segment Overview of Global Gamification Market
Solution Overview, 2018-2025 (USD Billion)
• Enterprise Gamification
• Consumer Gamification

Function Overview, 2018-2025 (USD Billion)
• Marketing
• Sales
• Product Development
• Human Resources
• Others

Industry Vertical, 2018-2025 (USD Billion)
• Retail and E-Commerce
• Media and Entertainment
• Healthcare
• Education
• IT & Telecommunication
• Others

Regional Overview, 2018-2025 (USD Billion)
• North America
• U.S.
• Canada
• Europe
• Germany
• UK
• France
• Rest of Europe
• Asia Pacific
• China
• Japan
• India
• Rest of Asia-Pacific
• Middle East and Africa
• South Africa
• South America
• Brazil
• Rest of South America

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Organization: Adroit Market Research

Release ID: 88982832